RE: The Solomons Errupt (Full Version)

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Mike McCreery -> RE: The Solomons Errupt (7/22/2015 5:56:10 PM)


quote:

ORIGINAL: DanSez


quote:

ORIGINAL: Wargmr

Auckland, Brisbane, Sydney, Melbourne, Pearl

Repair ships could be anywhere however.

Edit: Allied subs are tough little bastards :]


Thanks.
Suva area is probably a supply hub/repair stop at this point.

Should I wait a couple of turns, letting those subs go into repair mode, and then raid Suva?

I thought about charging down that direction now but I'm not sure where Allied Carriers are. The last thing I want to do us throw the KB into an Allied free first strike situation. Instead I am going with the Faux Reinforcement plan to wear out some of his LBA for the next 3-4 turns.

I found a lot of fighters stationed in Lunga flying cap over a BB,CA,CA: SCTF which would certainly trigger Naval strikes into that mess.

Thanks for the reply.


It really depends on how well established Suva is. It can go to a lvl 9 airfield and a lvl 5 port which makes it important if he doesnt control Noumea which can go to lvl 7 for resupply/repair.

However, if he has a strong CAP you may be just wasting good naval air crews on it.

The Allies do not stop getting subs so making an attack against a base which he may or may not be using to repair them on an unknown timetable is probably not the best course of action for very precious carrier resources. And if you are not sure the location of the Allied carriers, getting into a pissing match against an unsinkable carrier (suva) and whatever lies out there unknown, well...





DanSez -> RE: The Solomons Errupt (7/22/2015 5:56:34 PM)

18 May, 1942: China

Supply is a limiting factor.

I have bought out and transferred about 6 to 8 smaller units from Manchukko, and a couple of air units (a fair sized Sally Bomber unit).

It is to the point I am pulling supplies from the Home Islands and Pescadores into Shanghai and Wenchow.

[image]local://upfiles/41045/383B78A2DC5D43F1B4E458D76F352FE4.jpg[/image]




DanSez -> RE: The Solomons Errupt (7/22/2015 6:03:54 PM)

Southwest China has not changed.
How important is the flow of supplies from Indochina for the war effort here?


[image]local://upfiles/41045/2A4F414A39F045C7B29864888AA15D84.jpg[/image]




DanSez -> RE: The Solomons Errupt (7/22/2015 7:13:49 PM)

quote:

ORIGINAL: Wargmr
...

However, if he has a strong CAP you may be just wasting good naval air crews on it.

The Allies do not stop getting subs so making an attack against a base which he may or may not be using to repair them on an unknown timetable is probably not the best course of action for very precious carrier resources. And if you are not sure the location of the Allied carriers, getting into a pissing match against an unsinkable carrier (suva) and whatever lies out there unknown, well...


Good points. Thanks.




DanSez -> RE: The Solomons Errupt (7/24/2015 1:07:29 PM)

From the 'Noob' perspective:
It takes a lot of organization to keep your troops moving, supplies flowing and controling the operational tempo. Reading the AARs of the most experienced players is both inspiring at what can be done and depressing when I see how far I have to go to gain that skill.

The idea that someone can just pick up this game and master it in a year, two years or even three: that just isn't going to happen.

But, that doesn't mean you can't have fun, or that you won't eventually become a good player. You just have to stick with it. I am really enjoying the mess I am making.

And speaking of messes:
19 May, 1942 - Singapore
Still in enemy hands. I pulled out two of the more beat up IDs to rest and get some replacements. They should be back in line in the next 5-6 days. This should be enough for the final assaults. Way Late by any reasonable time table but it will still be a welcomed day to finish the job - for the first time.

19 May, 1942 - Bataan
Another boil on the map of Japanese expansion. The last elements of the 28th Division should be loaded up and transported to the Phillipines in the next week. Once rebuilt as a complete ID, I will start a series of DAs to see how much starvation and isolation and non-stop bombing has hollowed out the huge force still holding out in defiance of the inevitable.

19 May, 1942 - Batavia
Only recently have I started bombing this last bastonge on Dutch resistance. I expect fort levels to be crazy, and the place to be completely usesless once subdued.

Too slow, not organized correctly, forces not focused on the right targets... guilty on all counts, but this experience will make my next campaign a better effort.







DanSez -> RE: The Solomons Errupt (7/24/2015 3:53:39 PM)

R&D Note: 19 May, 1942
A small example of the difference in Realistic R&D ON vs OFF

Ki-49-Ia Helen (30 factories: 1 large Sentai in field: 14 frames in pool)
Ki-49-IIa Helen (3x30 fully repaired: 55% toward next advance: current DOA 7/42)
no engine bonus

To continue in this configuration: 3 R&D points per day it will take 15 days to get to the next model.
That would be 3 June. In a Realistic R&D ON situation I would be stuck with keeping the factory (city) that is currently in production -- in production.

(the advantage of Realistic R&D OFF)
I moved the current model Ki-49-Ia production to R&D mode. I don't need any more unarmored Helens than what this one Sentai will use.
With 4 R&D points per day it will take 12 days to get to the next model.
That would be May 31st.
AND when I am making that shift, I can choose any of the 4 to shift to a production or R&D line without consideration of what was production/R&D before.

A small difference, but I can get the armored Helen's out a couple of days quicker and also get two more days of potential repair in on the factories that shift models.

I made a lot of rookie mistakes in laying out my Production and R&D factories. With Realistic R&D OFF, I hope to shift the burdens of supply demand around better. Harbin and Sapporo have been very difficult to keep in supply for repairs. A better plan from the start might have avoided some of this.

Example: A factory/city like Sendai has a lot of supply and only one Air Frame factory.
My Mistake was putting a frame there that is a slow producer - A6M2-N Rufe. I want some Float Fighters but this should have been in more of the more crowded industrial complexes where it's lower demand on supply would have helped ease that city and instead have a larger single Frame factory established in Sendai (like the armored Lily or one of the Helen or Oscar or Tojo coming online next month).

Lessons learned along the way.
It is not just frames and engines for the future, it is also city, supply and how large is the industrial complex that seems to have influence on how quickly you can repair and ramp up your production lines.


(correction)
I have 2 Sentai with Ki-49-Ia. One I got as a reinforcement and one that I upgraded, which was the one I was thinking of).




ny59giants -> RE: The Solomons Errupt (7/25/2015 11:33:23 AM)

Operational tempo is a very difficult skill to master. Its easy to waste days to a week or more waiting for 12 knot transports to get where they are needed. You capture Singapore early and all your shipping is still at Saigon or CRB. Never mind that you don't have any minesweepers resting at Mersing to go in and get the port operational. So all that effort to capture Singapore is for naught as you waste 7 to 10 days waiting on minesweeping and transports to arrive with extra supplies and fuel. Still have the t-shirt from doing this. [:D]




witpqs -> RE: The Solomons Errupt (7/25/2015 12:22:54 PM)

quote:

Still have the t-shirt from doing this.

I think I got the t-shirt, the sweat pants, the suit jacket... you get the idea! [:D]




DanSez -> RE: The Solomons Errupt (7/25/2015 3:52:03 PM)

Ship Production Notes:

18 May, 1942:
BB Yamato arrives at Hiroshima/Kure

Her sister ship will probably never see battle.

I have been using Musashi's production points to accelerate DDs and CVs.

At this stage of learning the game, I have no idea why any Japanese player would want to play Scenario 1's restricted ship queue vs a human PBEM opponent, but after gaining some mastery of the other parts of the game, maybe a very good player would like the added challenge. Anyway, I digress....

Here is the results of not producing Musashi and having the Scenario 2's greater ship queue to manipulate
First up DD: Tracker report from the 19 May, 1942 orders phase
RED - the accelerated Shimakaze line.






[image]local://upfiles/41045/5B04E3CC2A1D48319B6699E9DFA8F78B.jpg[/image]




DanSez -> RE: The Solomons Errupt (7/25/2015 4:00:33 PM)

Ship Production Notes: (cont)

And the freed up points used for CV production: from Tracker report 19 May, 1942
RED - Accelerated Carriers
BLUE - these may not be built. At this time turning them ON or OFF does not impact the Naval Ship Yard build points queue.
GREEN - If I turned Shinano Acceleration OFF, then all 4 of these carriers would be delivered in Jul 1944. It is tempting to plan on moving them all as a block to some earlier 44 date. Still thinking about this decision.


[image]local://upfiles/41045/3D0248B529774610B99AE499F91DAD14.jpg[/image]




DanSez -> RE: The Solomons Errupt (8/1/2015 6:23:43 PM)

Current game turn awaiting Allied orders: May 29, 1942

We are clicking along at least 1 turn per day. The actions around Ndeni are coming to a close. I did get a surface engagement out of the deal and my 'unconventional tactics' resulted in at least 7 Allied subs sunk: confirmed by Allied High Command.

Here is a long review of the action in this area:
(MAP A:)

PHASE 1
KB, Surface Fleets and Faux Invasion Fleet assemble South of Nauru/Ocean Island and move toward Ndnei.
Meanwhile I have a scouting TF (CruDiv3) covering the Munda/Russel Island gap.

May 8th I get a 'nibble' Map A
Afternoon Air attack on TF, near Rossel Island at 106,139

Weather in hex: Light rain

Raid spotted at 9 NM, estimated altitude 13,000 feet.
Estimated time to target is 3 minutes

Allied aircraft
SBD-3 Dauntless x 17

Allied aircraft losses
SBD-3 Dauntless: 1 damaged
SBD-3 Dauntless: 1 destroyed by flak

Japanese Ships
DD Okikaze
CA Kumano
CA Suzuya

I think it is a small CVL force so I slow walk them toward Shortlands with the hopes of drawing them into counterstrike LBA range.

WRONGO- BUFFALO BREATH...[:(]

All the Allied carriers rush over here and pound CruDiv3 into oblivion
Lost to Air Strikes on May 9th:
CA Suzuya
CA Kumano
DD Akigumo
DD Isokaze

DD Okikaze - heavily damaged, picked off by a sub on May 15th

DD Namikaze - escapes relatively unharmed.

Meanwhile I spend some quality time in Map B: area trying to kill the flood of enemy subs before moving farther.
As mentioned above, Allied High Command generously confirmed 7 subs sunk during this operation.

How did I do it?
KB - 5 Carriers
2 Carriers kept with Naval Search/Strike
3 Carriers, all Vals set to ASW 60% Train 20% Rest 20% at 1000 ft
all Kates, except 1 set to the same as above
1 Kate Sentai set to ASW 70% Train 10% Rest 20% at 4000 ft.




[image]local://upfiles/41045/4359699B9A694575A97E8224331171C7.jpg[/image]




DanSez -> RE: The Solomons Errupt (8/1/2015 6:32:07 PM)

PHASE 2

I did not react to the loss of CruDiv3.
Stupid on my part, yes.
I allowed the Allies to use interior lines to concentrate his force against a smaller element.
Lesson learned? Only time will tell...

After winnowing down the subs (sunk and damaged), I changed the KB air units back into Naval Attack mode and started moving toward Ndeni.

May 23, 1942
Map C
Allies try to anticipate my movements and rush into Ndeni. They encounter an ASW TF:

Night Time Surface Combat, near Ndeni at 120,143, Range 8,000 Yards

Japanese Ships
DD Akatsuki, Shell hits 25, and is sunk
DD Ayanami, Shell hits 2
DD Yugiri, Shell hits 1, on fire

Allied Ships
CL Sumatra
CL Durban, Shell hits 2
CL Newcastle
DD Phelps
DD John D. Ford, Shell hits 1
DD Peary
DD Napier, Shell hits 3, heavy fires, heavy damage

So far, this operation is going great, [8|] but I stick with the plan counting on the aggression of my opponent.





DanSez -> RE: The Solomons Errupt (8/1/2015 6:46:47 PM)

Finally, the payoff comes
Map D and E:
May 25, 1942

NIGHT ACTION BEGINS
Night Time Surface Combat, near Ndeni at 120,143, Range 8,000 Yards

Japanese Ships
BB Yamashiro
BB Hyuga, Shell hits 6
CA Aoba, Shell hits 2, on fire
CA Kinugasa, Shell hits 1
CL Sendai, Shell hits 2
DD Inazuma
DD Uranami
DD Oboro, Shell hits 4, on fire

Allied Ships
BB Revenge, Shell hits 5
BB Ramillies, Shell hits 9, on fire
BB Resolution, Shell hits 2
CA San Francisco, Shell hits 2
CL Trenton, Shell hits 1
DD O'Brien
DD Bagley, Shell hits 1
DD Selfridge
DD Norman, Shell hits 1
DD Paladin

Improved night sighting under 78% moonlight

NIGHT ACTION ROUND 2
Night Time Surface Combat, near Ndeni at 120,143, Range 8,000 Yards

Japanese Ships
BB Yamashiro, Shell hits 7, on fire
BB Hyuga, Shell hits 3, heavy fires
CA Aoba, Shell hits 4, heavy fires
CA Kinugasa
CL Sendai
DD Inazuma
DD Uranami, Shell hits 1
DD Oboro, heavy fires

Allied Ships
BB Revenge, Shell hits 1, on fire
BB Resolution
CA San Francisco, Shell hits 2, Torpedo hits 1
CL Trenton
DD O'Brien, Shell hits 1
DD Bagley
DD Selfridge, Shell hits 1
DD Norman, Shell hits 1, on fire


NIGHT ACTION ROUND 3 - DETERMINED ALLIED COMMANDER PUSHES THRU THE SCREENERS
Night Time Surface Combat, near Ndeni at 120,143, Range 11,000 Yards

Japanese Ships
DD Kazegumo, Shell hits 7, and is sunk
DD Yakaze, Shell hits 9, and is sunk
xAK Asosan Maru, Shell hits 5, heavy fires
xAK Atutasan Maru, Shell hits 14, and is sunk
xAK Shinwa Maru, Shell hits 6, and is sunk

Allied Ships
BB Revenge, on fire
BB Resolution
CA San Francisco
CL Trenton
DD O'Brien
DD Bagley
DD Selfridge
DD Norman, Torpedo hits 1, and is sunk

Yes, iron on the bottom of the bay, but this is wasting a lot of shells that would come in handy in the morning...

WHAT DO I SEE IN THE RISING SUN? - BATDIV2 ATTACKS
Day Time Surface Combat, near Reef Islands at 121,142, Range 26,000 Yards

Japanese Ships
BB Kirishima, Shell hits 1, on fire
CA Chikuma, Shell hits 1
CL Kiso
DD Makigumo, Shell hits 1
DD Oshio, Shell hits 3, heavy fires, heavy damage
DD Karukaya

Allied Ships
BB Revenge, Shell hits 7
BB Resolution, Shell hits 6, on fire
CA San Francisco, Shell hits 6, on fire
CL Trenton, Shell hits 2
DD O'Brien
DD Bagley
DD Selfridge, Shell hits 1

AND ANOTHER DAYLIGHT SURFACE ENGAGEMENT
Day Time Surface Combat, near Reef Islands at 121,142, Range 16,000 Yards

Japanese Ships
DD Kagero, Shell hits 1
DD Urakaze
DD Sanae, Shell hits 1, heavy fires

Allied Ships
CL Trenton
DD O'Brien, Shell hits 2, heavy fires, heavy damage

Meanwhile, on the decks of the KB - engines are warmed, weapons are loaded. The strikes are launched:

Morning Air attack on TF, near Ndeni at 120,143
Weather in hex: Heavy rain

Raid detected at 39 NM, estimated altitude 7,000 feet.
Estimated time to target is 16 minutes

Japanese aircraft
A6M2 Zero x 27
B5N1 Kate x 4
B5N2 Kate x 18
D3A1 Val x 36

Allied aircraft
F2A-3 Buffalo x 3
F4F-3 Wildcat x 4

Japanese aircraft losses
B5N1 Kate: 1 destroyed by flak
B5N2 Kate: 1 damaged
B5N2 Kate: 1 destroyed by flak
D3A1 Val: 7 damaged
D3A1 Val: 1 destroyed by flak

Allied aircraft losses
F2A-3 Buffalo: 1 destroyed
F4F-3 Wildcat: 1 destroyed

Allied Ships
BB Revenge
DD O'Brien, Bomb hits 5, heavy fires, heavy damage
BB Resolution, Bomb hits 2, on fire
CA San Francisco, Torpedo hits 1, heavy fires, heavy damage
DD Bagley
DD Selfridge
Heavy smoke from fires obscuring DD O'Brien
Heavy smoke from fires obscuring BB Resolution

Morning Air attack on TF, near Santa Maria at 120,148
Weather in hex: Moderate rain

Raid spotted at 38 NM, estimated altitude 14,000 feet.
Estimated time to target is 16 minutes

Japanese aircraft
A6M2 Zero x 11
B5N2 Kate x 35
D3A1 Val x 13

Allied aircraft
Kittyhawk IA x 9
P-40E Warhawk x 24
F2A-3 Buffalo x 1
F4F-3 Wildcat x 1
F4F-4 Wildcat x 10

Japanese aircraft losses
A6M2 Zero: 1 destroyed
B5N2 Kate: 2 destroyed, 3 damaged

Allied aircraft losses
F4F-4 Wildcat: 3 destroyed

Allied Ships
BB Ramillies, Bomb hits 3, Torpedo hits 3, on fire, heavy damage
DD Paladin
Heavy smoke from fires obscuring a Nevada class BB

Morning Air attack on TF, near Utupua at 121,144
Weather in hex: Light cloud

Raid detected at 28 NM, estimated altitude 14,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
A6M2 Zero x 28
B5N2 Kate x 17

Japanese aircraft losses
B5N2 Kate: 4 damaged

Allied Ships
CL Trenton, Torpedo hits 1

Afternoon Air attack on TF, near Ndeni at 120,143
Weather in hex: Thunderstorms

Raid detected at 39 NM, estimated altitude 7,000 feet.
Estimated time to target is 16 minutes

Japanese aircraft
A6M2 Zero x 18
B5N1 Kate x 2
B5N2 Kate x 49
D3A1 Val x 35

Allied aircraft
F2A-3 Buffalo x 3
F4F-3 Wildcat x 3

Japanese aircraft losses
A6M2 Zero: 1 destroyed
B5N2 Kate: 2 damaged
D3A1 Val: 8 damaged

Allied aircraft losses
F2A-3 Buffalo: 1 destroyed

Allied Ships
BB Revenge, Torpedo hits 5, and is sunk
BB Resolution, Bomb hits 3, Torpedo hits 2, heavy fires, heavy damage
CA San Francisco, Bomb hits 1, and is sunk
DD Bagley
DD Selfridge
Heavy smoke from fires obscuring a Australia class CA
Heavy smoke from fires obscuring BB Resolution





DanSez -> RE: The Solomons Errupt (8/1/2015 6:48:28 PM)

And last to slip beneath the waves:

May 27, 1942
Map F:

Submarine attack near Vanua Lava at 121,148

Japanese Ships
SS RO-65

Allied Ships
CL Trenton, Torpedo hits 2, heavy damage

CL Trenton is sighted by SS RO-65
SS RO-65 launches 6 torpedoes






DanSez -> RE: The Solomons Errupt (8/1/2015 6:55:30 PM)

Finaly total of carnage,

Japanese Losses
CA Kumano
CA Suzuya
DD Akigumo
DD Isokaze
DD Okikaze
DD Akatsuki
DD Kazegumo
DD Yakaze
I-10 (in an attack on a US BB around Luganville)
4 xAKs

Allied Losses
BB 'Colorado' (misnamed by tracker)
BB Revenge
CA San Francisco
CL Trenton
DD Monssen
DD Norman
7 SSs (confirmed kills)

I think I got all 3 of those Brit BB but that has not been confirmed yet.

If I hadn't been a bit more cautious with CruDiv3, this would have been a pretty good engagement.
As it is, losing 2 very valuable Heavy Cruisers makes this a draw. I did gain experience and hopefully that will pay off in later battles.





DanSez -> RE: The Solomons Errupt (8/3/2015 9:11:20 PM)

1 June, 1942 - R&D and New Planes Notes:

Some nice new planes this month.
I have been concentrating so much on the 'next model', on R&D advance and gaining an engine bonus and not building old 'obsolete' frames, that I have let my IJA front line fighter units winnow down to about 30-40 pct strength in Burma.

Keeping a heavy thumb on the production scale has created a tough few weeks as the awakened Allied Air units are bombing my troops trying to move North and isolate Mandalay.

But with today's advance, I will be cranking out 4 Ki-43-IIb (armored) Oscars and 4 Ki-49-IIa (armored) Helens per day. Number of engines will soon slow down Helen production, but I will get a couple of Sentai out in the field quickly.

A6M3 also comes online, but I'm not making many. An understocked reinforcement sentai showed up in the Home Islands and I will build enough to flesh it out with a couple of spares, then that factory will go toward A6M3a R&D.

About those Oscars...
I had a Ki-43-Ic (60) factory and when the -IIb model was delivered, if I had just upgraded the -Ic straight to the -IIb, I would lose some factories and the rest would require repairing at a 1000 supply per pop. Crazy, right?

In Realistic R&D ON, this would be the only option I would have for that particular factory.
With Realistic R&D OFF, I just stepped it thru
Production (-Ic)
R&D Mode (-IIa) - not available to November, 1942...
Production (-IIb)

(new models online and current date of delivery thru end of year)

[image]local://upfiles/41045/8519A532CC5949928C65F87C69025F0F.jpg[/image]




DanSez -> RE: The Solomons Errupt (8/3/2015 9:22:38 PM)

1 June, 1942 - general update

As much fun as I am with the planes and R&D and fiddling with the ship production queue, I am having a hard time figuring out the right way to close out Singapore.

I have been bombing the airfields consistantly with 6 or so sentai at 18-20K to reduce airplane loses.
Somehow, Allied High Command can still repair forts.
What am I doing wrong?

I had a couple of subs looking for small ships sneaking supplies in and did catch one (after all this time). I just recently added a small Destroyer flotilla to the North/West side of Sumatra as blockades. Maybe should have done that a long time ago.

A bit frustrating as I am trying not to destroy my own units by watching fatigue and morale. But pulling a couple of units back from Singapore only appears to allow the Allies to refurbish their own units and rebuild the forts.


In other land news-
18th Brit Div is DEAD...
Banzai, and nothing stands in the way of steam-rolling the rest of Sumatra.

Manila, 28th ID reformed and just a day or two away from taking their position in battle line to start DA's the enormous Bataan prisoner or war camp.

Batavia, just started knocking on this door (way way late, I know). All of the rest of Java is secured.




DanSez -> RE: The Solomons Errupt (8/3/2015 9:46:01 PM)

1 June, 1942 - Solomons and New Guinea Area

As I pulled back from the Ndeni engagement, other forces are gathering to secure the Northeastern coast of New Guinea:

I have been gathering a sizable invasion force with support to land at Buna.

I detached Shokaku with CarDiv3's smaller CVEs Honsho and Tiayo to escort a large Escort task force back to the Home Islands for repairs. The plan was for Shokaku to also check in for the upgrade (including radar).

But then, lookie, lookie who maybe showing up?

Allied Carriers...

I am not sure if this is a move to twart my Buna invasion or are they transitioning toward the DEI where CarDiv2 (Kaga, Junyo, Shoho and Zuiho) are operating.

Is this a move to protect Darwin and/or raid the DEI?









[image]local://upfiles/41045/13705B28415C42D2AB0749F72E1732DF.jpg[/image]




Lowpe -> RE: The Solomons Errupt (8/4/2015 1:39:12 AM)

You really need to have a tight blockade of Singers. It takes a combined effort: planes, subs, warships, night search (floats). Plus try to find where they are coming from and hit those bases.


No doubt that it is very hard, but you need those troops there starving. Starving troops don't build any forts.

One thing you may try and do is bomb the port in addition to the runways. Do a mouseover of Singers each day to check damage...your recon should tell you the approximate damage if you can maintain some level of damage then no fort building.

Keep the pressure up, get artillery there and work those troops over.[:)]

Really, an exciting chance with your KB! Good luck!












DanSez -> RE: The Solomons Errupt (8/6/2015 7:28:24 PM)

02 June, 1942 - update

KB has been constantly tracked, so Allies reacted by pulling their carriers back.

I am not sure if they are heading toward the Horn Island strait or back toward Luganville, so I increased recon and shuffled the KB toward Kavieng so that if they are moving toward the DEI, I can counter with force. Otherwise the KB will swing down behind Rabaul and provide air cover for the Buna Invasion forces.

I recalled CarDiv3 (with Shokaku) to move toward Shortlands as backup for whatever tomorrow brings. They are far out beyond any carrier strike range at the moment, but I would not want them to be caught by 3 US Carriers alone.

Singapore
Ground combat at Singapore (50,84)

Japanese Deliberate attack
Attacking force 60295 troops, 784 guns, 522 vehicles, Assault Value = 1535
Defending force 39235 troops, 552 guns, 355 vehicles, Assault Value = 435

Japanese adjusted assault: 816
Allied adjusted defense: 809

Japanese assault odds: 1 to 1 (fort level 1)
Japanese Assault reduces fortifications to 0

Combat modifiers
Defender: terrain(+), leaders(+), experience(-), supply(-)
Attacker:

Japanese ground losses:
2304 casualties reported
Squads: 31 destroyed, 158 disabled
Non Combat: 0 destroyed, 24 disabled
Engineers: 9 destroyed, 25 disabled

Allied ground losses:
1051 casualties reported
Squads: 102 destroyed, 15 disabled
Non Combat: 4 destroyed, 42 disabled
Engineers: 15 destroyed, 15 disabled
Guns lost 59 (18 destroyed, 41 disabled)
Vehicles lost 16 (1 destroyed, 15 disabled)

Assaulting units:
18th Division
5th Division
56th Division
15th Ind. Engineer Regiment
6th Tank Regiment
Imperial Guards Division
1st Tank Regiment
2nd Division
Yokosuka 2nd SNLF
10th Ind. Mountain Gun Regiment
18th Medium Field Artillery Regiment
3rd Medium Field Artillery Regiment
2nd Mortar Battalion
20th Ind. Mtn Gun Battalion
8th Field AF Construction Battalion
3rd Ind. Mountain Gun Regiment

Defending units:
22nd Australian Brigade
11th Indian Division
SSVF Brigade
27th Australian Brigade
2/17 Dogra Battalion
9th Indian Division
110th RAF Base Force
1st Hyderabad Battalion
24th NZ Pioneer Coy
2nd ISF Base Force
3rd HK&S Light AA Regiment
1st HK&S Heavy AA Regiment
2nd HK&S Heavy AA Regiment
1st Manchester Battalion
11 Battery/3 HAA
Singapore Fortress
112th RAF Base Force
Singapore Base Force
30 Battery/3 HAA
22nd Indian Mountain Gun Regiment
FMSV Brigade
2nd Gordons Battalion
223 Group RAF
1st Indian Heavy AA Regiment
109th RAF Base Force
Malayan Air Wing
111th RAF Base Force
AHQ Far East
III Indian Corps
Malaya Army
109th RN Base Force

ugly ugly grind..

In Java, most of the ART used for Palembang/destruction of 18th Brit Div are now moving toward Oosthaven to cross over for the siege of Batavia.

Starting to crank out the new Oscars and Helens and Tojos.

And where did those pesky subs go some may wonder?
Oh goodie -- just in time to train Unyo's Kate squadron in ASW.

Newly launched CarDiv4:
CVL Ryujo
CVE Unyo
DD Yugumo
DD Satsuki
DD Minazuki


[image]local://upfiles/41045/1EB6C2288929473A9B2DD2A2F0313F17.jpg[/image]




DanSez -> RE: The Solomons Errupt (8/6/2015 7:35:15 PM)

quote:

ORIGINAL: Lowpe
You really need to have a tight blockade of Singers. It takes a combined effort: planes, subs, warships, night search (floats). Plus try to find where they are coming from and hit those bases.

No doubt that it is very hard, but you need those troops there starving. Starving troops don't build any forts.

One thing you may try and do is bomb the port in addition to the runways. Do a mouseover of Singers each day to check damage...your recon should tell you the approximate damage if you can maintain some level of damage then no fort building.

Keep the pressure up, get artillery there and work those troops over.[:)]


Force allocation is something I am trying to learn -- I have 'stuff' in places that would be better used elsewhere.

A question if you wouldn't mind.

I have been following your AAR and you mention Vehicle levels.
At this moment I am producing about 175 (173 repaired/2 still repair)

What level of Vehicle factories would you suggest I expand to?

Here is the latest WitPAE Wonder Chart...
(thanks so much)

[image]local://upfiles/41045/F92A11CBF5DD48C3B35051DD5306CCED.jpg[/image]




jwolf -> RE: The Solomons Errupt (8/6/2015 7:53:49 PM)

Rats, I got behind in my reading and you've had a LOT of action in your game! I don't know about the overall strategic pace -- I'm not one to comment -- but you're making some good progress and certainly laying down some serious pain on the Allied fleet. That last battle at Singapore looks good; with the last fort gone one more assault should do it. Maybe you need to rest a couple of days, and keep bombing so they don't rebuild the fort.

I don't understand what the Allies gain in mid 1942 with a mass sub offensive near the Japan HI? With no working torpedoes and so vulnerable to land based ASW, how can cost/benefit work favorably? [&:]




Lowpe -> RE: The Solomons Errupt (8/6/2015 8:04:27 PM)

Your question on vehicle levels:

The answer varies by each game and player. The more aggressive the higher the losses (most likely). Somewhere around 200 and 250 is going to be a sweet spot for most games I think depending upon when you get there.

You can use one of the production/vehicle/charts in tracker to take a look at future requirements.

I can tell you that 173 in your game is not enough.[:D] But you don't have to expand in one click. I would get to 190-200 as quick as I could and then monitor it from there. I would therefor in your game, expand every factory the minimum amount to get me to 190 realizing that a factory repairs one point per day. Thus if I had 15 factories I would expand each one one point rather than 1 factory 15 points.

PS: If you can keep forts from building in Singers, you may well get it the next attack. How badly disupted and fatigued are your ground forces there? Sometimes the bulk of your losses are centered on one or two units. If I could scrape together 900-1000 AV of relatively good shape divisions I would attack again even possibly tomorrow. Of course, I can't make that decision since I have no clue the shape of your troops.




Lowpe -> RE: The Solomons Errupt (8/6/2015 8:41:35 PM)


quote:

ORIGINAL: jwolf
I don't understand what the Allies gain in mid 1942 with a mass sub offensive near the Japan HI? With no working torpedoes and so vulnerable to land based ASW, how can cost/benefit work favorably? [&:]


It is distracting. It can be click intensive to counter. The risk is sort of low, and will cause some dislocation of ships and planes. If the subs hang out in deep water there is almost no risk.

Can provide some information.

Could cause Japan to allocate more squadrons to ASW work than needed. More training to ASW than needed.

It feels good as the Allies to do.




DanSez -> RE: The Solomons Errupt (8/6/2015 8:44:17 PM)

quote:

ORIGINAL: Lowpe

Your question on vehicle levels:

The answer varies by each game and player. The more aggressive the higher the losses (most likely). Somewhere around 200 and 250 is going to be a sweet spot for most games I think depending upon when you get there.

You can use one of the production/vehicle/charts in tracker to take a look at future requirements.

I can tell you that 173 in your game is not enough.[:D] But you don't have to expand in one click. I would get to 190-200 as quick as I could and then monitor it from there. I would therefor in your game, expand every factory the minimum amount to get me to 190 realizing that a factory repairs one point per day. Thus if I had 15 factories I would expand each one one point rather than 1 factory 15 points.

PS: If you can keep forts from building in Singers, you may well get it the next attack. How badly disputed and fatigued are your ground forces there? Sometimes the bulk of your losses are centered on one or two units. If I could scrape together 900-1000 AV of relatively good shape divisions I would attack again even possibly tomorrow. Of course, I can't make that decision since I have no clue the shape of your troops.


Singapore:
Fatigue/Disruption in the 50's range for most. A couple in the low 60's fatigue.
One fairly strong INF div is in the low 30's.

I decided to bombard/rest infantry one turn and then maybe Shock Attack with the strongest/least disrupted units the on the 4th. I haven't developed a good 'feel' for the right rhythm of Bombard/DA/Shock Attack yet.

Thanks for the Vehicles suggestion. I have been watching production very closely and can increase Vehicles about 20-30 points this month (June 42) with no supply problems.

I have been getting a lot of Vehicle Global warnings, usually starts after I break down a big Inf or Armor unit for replenishment. This is a very aggressive opponent so I will target 275 before Christmas and let it ride from there.

thanks so much.[&o]




DanSez -> RE: The Solomons Errupt (8/6/2015 8:56:42 PM)

quote:

ORIGINAL: jwolf

Rats, I got behind in my reading and you've had a LOT of action in your game! I don't know about the overall strategic pace -- I'm not one to comment -- but you're making some good progress and certainly laying down some serious pain on the Allied fleet. That last battle at Singapore looks good; with the last fort gone one more assault should do it. Maybe you need to rest a couple of days, and keep bombing so they don't rebuild the fort.

I don't understand what the Allies gain in mid 1942 with a mass sub offensive near the Japan HI? With no working torpedoes and so vulnerable to land based ASW, how can cost/benefit work favorably? [&:]


Thanks for tuning in a commenting [sm=00000436.gif]

Some progress, but I am SO SLOW on some critical areas. Hopefully this will make me a better opponent in the next game. Singapore has been a very tough nut to crack as I didn't:
A. Prevent the Allies from retreating their main forces down the Malaysian Peninsula
B. Apparently don't know how to throw up an effective naval blockade (supplies have leaked thru)
C. Been cautious with my air units (bombing at 18K plus) which reduces damage they inflict.
D. Needed 'just one more' (of a lot of things) during this painful grinding mess, be that 'one more attack' when my units were highly fatigued, or 'one more unit' be that Engineers to kill forts or Infantry to push the pile.

A lot of lessons here that you don't learn playing the AI.

About those subs:
This last turn resolution, he drove a sub into a minefield and I heard 'glub' 'glub' 'creak/groan/crack' - another evil enemy sub litters the bottom of the ocean.
Not sure if the mine or the Kates were the finishing touch, but either way, I am getting good experience working the ASW game now while his subs are handicapped with poor torpedoes.

Back to this last turn resolution, there were two events where subs attacked escorted convoys - torpedoes hit, but did not explode.

His subs are getting experience increases too, but every one I kill now is one less I have to worry about next year and beyond.




DanSez -> RE: The Solomons Errupt (8/6/2015 9:10:21 PM)

03 June, 1942 - Carrier Update

So they pop back up on recon.
CarDiv4 is about 4 hexes NE of Shortlands and KB is near Kavieng.

[image]local://upfiles/41045/1B178E75751841F6BBEA3152E7C8BA84.jpg[/image]




DanSez -> RE: The Solomons Errupt (8/6/2015 9:18:32 PM)

Singapore:
Fatigue was higher than I previously reported (by memory)

Bombardment does me some good 03 June attack
Ground combat at Singapore (50,84)

Japanese Bombardment attack

Attacking force 1485 troops, 157 guns, 41 vehicles, Assault Value = 1418

Defending force 38151 troops, 538 guns, 354 vehicles, Assault Value = 392

Allied ground losses:
164 casualties reported
Squads: 22 destroyed, 0 disabled
Non Combat: 1 destroyed, 0 disabled
Engineers: 0 destroyed, 0 disabled

current stats: 04 June, 1942 Orders Phase
Imperial Guard Div 69 Morale 25 Disruption 79 Fatigue 247 Assault Strength
2nd Div is 72 Morale 43 Distruption 76 Fatigue 291 Assault Stength
5th Div is 80 Morale 35 Disruption 69 Fatigue 291 Assault Strength
18th Div is 67 Morale 43 Disruption 74 Fatigue 393 Assault Stenght
56th Div is 93 Morale 21 Disruption 65 Fatigue 138 Assault Stength

I probably should rest them one more turn... but then again if they take the city, then they can rest the rest of the month.





DanSez -> RE: The Solomons Errupt (8/6/2015 9:31:52 PM)

04 June, 1942 - Carrier Update

Toward Shortlands.
CarDiv4 can add some LRCAP if they continue in that direction.
KB is North of New Britain (Rabaul) but could be in strike range by the 6th.


[image]local://upfiles/41045/EBCD2C635B88407D9588630147676F78.jpg[/image]




Lowpe -> RE: The Solomons Errupt (8/6/2015 9:54:38 PM)

Normally, I won't attack again until fatigue is 30 and disruption less than 10. Not always possible.

I would personally give it a few days. Keep up the bombardments, and keep the runway damaged. Then of the day of attack switch all the runway attacks to ground attack to raise disruption. If the runways are damaged now, I would think about allocating a portion to bombing the ground troops.

Do you have minewseepers standing bye?




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